Completely redesigned the TODO list

This commit is contained in:
Polonkai Gergely 2012-03-27 08:39:33 +00:00
parent 4bdb549e07
commit d1f761fe49

530
TODO
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@ -15,316 +15,354 @@ Legend
Data storage and code flow Data storage and code flow
-------------------------- --------------------------
[ i] Store EVERYTHING in an SQLite3 database [ i] * Store EVERYTHING in an SQLite3 database
[ i] Separate threads for separate jobs. Game thread for accepting players, [ i] * Separate threads for separate jobs. Game thread for accepting players,
maintenance thread to continuously maintain the database, chat threads for maintenance thread to continuously maintain the database, chat threads
different chat protocols, world builder thread for online world building. for different chat protocols, world builder thread for online world
building.
[ ] All descriptions should be written in a markup language to support bold, [ ] * All descriptions should be written in a markup language to support bold,
underline, colours, and such underline, colours, and such
[f ] Loadable modules for commands, races, classes, etc. [f ] * Loadable modules for commands, races, classes, etc.
Game world Game world
---------- ----------
* Movement [ ] * Movement
- 10 directions (N, E, S, W, NE, NW, SE, SW, U, D) [ i] - 10 directions (N, E, S, W, NE, NW, SE, SW, U, D)
- Also, some rooms may have other exits, like portals, which can be ENTER'ed. [ ] - Also, some rooms may have other exits, like portals, which can be
- Doors can be locked or hidden ENTER'ed.
[ ] - Doors can be locked or hidden
[ ] - <mob> arrives from <direction>
* Planets/Planes [ i] * Planets/Planes
- Rooms are connected to Planets [ i] - Rooms are connected to Planets
- Planets are connected to Planes [ i] - Planets are connected to Planes
- Rooms may have different descriptions depending on the Plane the Character [ ] - Rooms may have different descriptions depending on the Plane the
is active on Character is active on
* Player grouping (AKA Party) [ ] * Player grouping (AKA Party or formations)
[ ] - Group leader (can promote others, demoting themselves)
[ ] - Maximum group size
[ ] - Following is not grouping
* People start in a well-defined start location (randomly selected during [ ] * People start in a well-defined start location (randomly selected during
character generation) character generation)
- All Races have at least one possible start locations [ ] - All Races have at least one possible start locations
- The whole world should have one fallback start location (Tree of Memories?) [ ] - The whole world should have one fallback start location (Tree of
Memories?)
* Housing system should automatically expand towns (this will be fun to write). [ ] * Housing system should automatically expand towns (this will be fun to
Maybe a better alternative is to check for free housing and if the amount write). Maybe a better alternative is to check for free housing and
goes too low, manually create some new one. if the amount goes too low, manually create some new one.
- Housing should be decorated with different objects. [ ] - Housing can be decorated with different objects ('decoration' item
- Houses get untidy over time, so they need to be cleaned flag; can not exceed a maximum number, depending on house size).
- House maids [ ] - Houses get untidy over time, so they need to be cleaned
[ ] - House maids (for cleaning, and maybe basic cooking)
[ ] - Houses have a fix price
[ ] - Locks
[ ] . Locks of houses not visited occasionally get more and more rusty,
making it easier to break into them. Burglars can take whatever
they want!
[ ] . Locks decompose after a given time, making the house door openable
and the house accessible to anyone
[ ] . Fixing the lock requires Mechanics after a given amount of condition
loss, otherwise a small amount of oil helps
[ ] . Unowned houses' locks are maintained regularly
[ ] . Houses must be bought, players can't just occupy an abandoned one
(or can they? Funny decision to make, maybe it will be
configurable instead). Abandoned houses instead get occupied by
town guards, and are sold again after a given time.
* Inn and Tavern system [ ] * Inn and Tavern system
- Characters can set their hometown in an Inn; however, Inns have only a [ ] - Characters can set their hometown in an Inn; however, Inns have only a
limited amount of rooms. Inn rooms cost some amount of gold per day, limited amount of rooms. Inn rooms cost some amount of gold per day,
which is pre-paid. If the rent is over, the character's start location is which is pre-paid. If the rent is over, the character's start
set to one of the racial defaults. If the character is online when the location is set to one of the racial defaults. If the character is
rent is over, they should get a warning message about this. If the player online when the rent is over, they should get a warning message
gets an own house, their home location should be automatically set to it about this. If the player gets an own house, their home location
- Tavern system should be automatically set to it
. Tables and chairs [ ] - Tavern system
. Tables are private chat rooms with a maximum number of members [ ] . Tables and chairs
. Each tavern has a fixed amount of tables and chairs [ ] . Tables are private chat rooms with a maximum number of members
. Chairs can be moved from one table to another [ ] . Each tavern has a fixed amount of tables and chairs
. Tables have a maximum number of chairs (which may vary depending on the [ ] . Chairs can be moved from one table to another
table's size) [ ] . Tables have a maximum number of chairs (which may vary depending on
the table's size)
* Item disposal methods [ ] * Item disposal methods
- Drop [ ] - Drop (DROP <item>)
Dropped items don't generate points, nor money. They also get the dropped Dropped items don't generate points, nor money. They also get the
flag, so they loose some (most) of their property bonuses unless their dropped flag, so they loose some (most) of their property bonuses
original owner picks them up unless their original owner picks them up
- Donation [ ] - Donation (DONATE <item>)
Donated items automatically appear in the nearest donation room (or Donated items automatically appear in the nearest donation room (or
random, maybe). Donations are recorded, and the characters who donate in random, maybe). Donations are recorded, and the characters who
larger amounts and/or more valuable items may get rewards donate in larger amounts and/or more valuable items may get rewards
- Sacrifice for public service. Items dropped in donation centers also count as
Sacrificed items become energy, which the Gods retun as Sacrifice Points. donated
- Salvage [ ] - Sacrifice (SACRIFICE <item> [to] <god>)
Most items can be salvaged to get some raw materials back Sacrificed items become energy, which the Gods retun as Sacrifice
- Auction Points
Items can be auctioned at the Market Squares [ ] - Salvage (SALVAGE <item>)
Most items can be salvaged to get some raw materials back. Of
course, it is way less than the original amount required to craft
the item. Salvaging may require tools.
[ ] - Auction (AUCTION <item>)
Items can be auctioned at the Market Squares
* Item creation (AKA combining or Professions) [ ] * Item creation (AKA combining or Professions)
- Trainers, who know only specific recipes [ ] - Trainers, who know only specific recipes
- Recipe scrolls (e.g to be dropped by mobs and such) [ ] - Recipe scrolls (e.g to be dropped by mobs and such)
- Corpse skinning (only specific corpses) [ ] - Corpse skinning (only specific corpses)
- Corpse butching (only specific corpses) [ ] - Corpse butching (only specific corpses)
- Fishing [ ] - Fishing
- Mining [ ] - Mining
- Foraging [ ] - Foraging
- Blacksmithing [ ] - Blacksmithing
- Alchemy [ ] - Alchemy
* Companions [ ] * Companions
- Combat/Pack animals [ ] - Combat/Pack animals
- Mounts (may also act as combat/pack animals) [ ] - Mounts (may also act as combat/pack animals)
- Charming [ ] - Charming
- Servants, pages [ ] - Servants, pages
* Gods [ ] * Gods
- Gods may be chosen upon character creation (for wMUD, a character MUST have [ ] - Gods may be chosen upon character creation (for wMUD, a character MUST
at least two Gods) have at least two Gods in Iminiru. Amount should be configurable)
- Sacrifices [ ] - Sacrifices
- Prayers [ ] - Prayers
* Reputation system [ ] * Reputation system
* Player Clans [ ] * Player Clans
o Clan bank [ ] - Clan bank
o Clan wars (Players from a Guild may PK players from another Guild if the [ ] - Clan wars (Players from a Guild may PK players from another Guild if
two Guilds are in war with each other) the two Guilds are in war with each other)
* Item types [ ] * Item types
- Armour/Clothing [ ] - Armour/Clothing
. Shields [ ] . Shields
- Weapon [ ] - Weapon
. Ballista [ ] . Ballista
. Bashing [ ] . Bashing
. Bow [ ] . Bow
. Crossbow [ ] . Crossbow
. Club [ ] . Club
. Knuckle [ ] . Knuckle
. Lash [ ] . Lash
. Net [ ] . Net
. Piercing [ ] . Piercing
. Slashing [ ] . Slashing
. Whip [ ] . Whip
- Potion [ ] - Potion
- Poison (appliable to weapons) [ ] - Poison (appliable to weapons)
- Food/Water/Alcohol/Sugar [ ] - Food/Water/Alcohol/Sugar
- Light [ ] - Light
. Maybe these objects (or some of them) should be seen in the dark [ ] - Spell reagent
- Spell reagent [ ] - Material
- Material [ ] - Artifacts
- Artifacts [ ] - Containers
- Containers [ ] . Bags
. Bags [ ] . Chests
* Death system, Rebirth [ ] * Death system, Rebirth
* War Machines [ ] * War Machines
* Shops [ ] * Shops
- Most shops should open/close depending on the in-game time [ ] - Most shops should open/close depending on the in-game time
* Skills/Spells/Talents granted by the Gods [ ] * Skills/Spells/Talents granted by the Gods
- Fear [ ] - Fear
* Magic Profession [ ] * Magic Profession
* Fighting Professions with practicing [ ] * Fighting Professions with practicing
- Disarm [ ] - Disarm
- Dual Wield [ ] - Dual Wield
- Stun [ ] - Stun
* The whole system should be built with class support, although wMUD will [ ] * The whole system should be built with class support, although wMUD will
technically have only one "Adventurer" class. Also, multiclassing should be technically have only one "Adventurer" class. Also, multiclassing
possible should be possible
* Character aging, with racial maximum age. When a character is too old, they [ ] * Character aging, with racial maximum age. When a character is too old,
can retire (e.g they will become story tellers or such), or die and rebirth. they can retire (e.g they will become story tellers or such), or die
Reborn characters have a bonus to their maximum age. Upon rebirth they create and rebirth. Reborn characters have a bonus to their maximum age.
a totally new character, with all their old data remaining in the database. Upon rebirth they create a totally new character, with all their old
Reborn characters have the possibility to regain all their old powers after a data remaining in the database. Reborn characters have the possibility
few years to regain all their old powers after a few years
* Quests [ ] * Quests
o Quests given by NPCs [ ] - Quests given by NPCs
o Player creatable quests [ ] - Player creatable quests
o Character bounty, which can be placed by other characters for a fee (should [ ] - Character bounty, which can be placed by other characters for a fee
be enabled per world), or NPCs. (should be enabled per world), or NPCs.
* In-game chat (whisper, say, shout, emotes, group/party, guild). Guild chat [ ] * In-game chat (whisper, say, shout, emotes, group/party, guild). Guild
should be accessible without entering the game (from the Circle-like main chat should be accessible without entering the game (from the
menu), or even via IRC or something like that Circle-like main menu), or even via IRC or something like that
* Speedwalking? [ ] * Speedwalking?
* Arenas [ ] * Arenas
* Mercy mob flag: mobs will stop attacking if their enemy is unable to fight [ ] * Mercy mob flag: mobs will stop attacking if their enemy is unable to
any more fight any more
* Mobs should be able to wear/wield items, have an inventory, have Skills, [ ] * Mobs should be able to wear/wield items, have an inventory, have Skills,
Spells and Talents Spells and Talents
* Sneaking, thieving, robbery [ ] * Sneaking, thieving, robbery
- A mob may steal stuff from you, you may detect it, and maybe able to catch [ ] - A mob may steal stuff from you, you may detect it, and maybe able to
it and get your stuff back. However, killing them in a city may result in catch it and get your stuff back. However, killing them in a city
punishment by the guards. may result in punishment by the guards.
- Player killing/thieving should be enabled/disabled per world [ ] - Player killing/thieving should be enabled/disabled per world
* Gossips [ ] * Gossips
- Bragging NPCs: if a character gets killed by a specific NPCs, those NPCs [ ] - Bragging NPCs: if a character gets killed by a specific NPCs, those
will humiliate that character for a while NPCs will humiliate that character for a while
* Weapon USE: wielded weapons may do something (like cast spells or such) if a [ ] * Weapon USE: wielded weapons may do something (like cast spells or such)
specific attribute is set. The item spell should recharge over time, or if a specific attribute is set. The item spell should recharge over
recharge upon a specific condition time, or recharge upon a specific condition
* Money (with the possibility to create several money types, like different [ ] * Money (with the possibility to create several money types, like
currencies for different Races or Countries) different currencies for different Races or Countries)
[ ] - Money has weight
* Banks [ ] * Banks
- Money deposit (with interest in some banks) [ ] - Money deposit (with interest in some banks)
- Storage, for a fee [ ] - Storage, for a fee
- Loans [ ] - Loans
* All looted items should be used in some way or another. Sacrifice is a common [ ] * All looted items should be used in some way or another. Sacrifice is a
way, but some items may be milled (e.g bones and herbs) or disassembled common way, but some items may be milled (e.g bones and herbs) or
(e.g Mechanics objects or armour), others may be used as raw materials. disassembled (e.g Mechanics objects or armour), others may be used as
Extracted body parts (e.g blood or meat) should decompose over time, even raw materials. Extracted body parts (e.g blood or meat) should
in an inventory, unless put in a special container decompose over time, even in an inventory, unless put in a special
container
* Object affects and attribute modifiers, like an earring which make the [ ] * Object affects and attribute modifiers, like an earring which make the
character deaf. These affects may be hidden, and even delayed (e.g the character deaf. These affects may be hidden, and even delayed (e.g the
character puts on the earring that gives a high amount of charisma, but character puts on the earring that gives a high amount of charisma,
after wearing it for a specific time, they will become deaf, and they will but after wearing it for a specific time, they will become deaf, and
have no idea what caused it. The same object can also be cursed, so it they will have no idea what caused it. The same object can also be
cannot be removed except by some professional magicians cursed, so it cannot be removed except by some professional magicians
* Item modifiers, like sharpening stones [ ] * Item modifiers, like sharpening stones
* Item durability. Items must have a Profession and a Profession Level [ ] * Item durability. Items must have a Profession and a Profession Level
associated to them to show who can repair it associated to them to show who can repair it
* <mob> arrives from <direction> [ ] * Mob glowing (e.g they will be unable to sneak)
* Mob glowing (e.g they will be unable to sneak) [ ] * Polls
* Polls [ ] * Configurable prompt
* Configurable prompt [ ] * Marriage?
* Marriage? [ ] * Character titles, which can be rewards for quests, or be bought for a
high amount of money
* Character titles, which can be rewards for quests, or be bought for a high [ ] * Spirit world
amount of money [ ] - Some rooms (at least one) should be marked as Spirit World. Upon
death, characters get the DEAD flag, and get to this room. They must
find their way to remove the DEAD flag, and/or find a way back to
the real world.
* Spirit world [ ] * Blood may remain on the floor during a fight (even without a kill)
- Some rooms (at least one) should be marked as Spirit World. Upon death,
characters get the DEAD flag, and get to this room. They must find their
way to remove the DEAD flag, and/or find a way back to the real world.
* Blood may remain on the floor during a fight (even without a kill) [ ] * Special rooms
[ ] - Death trap rooms
[ ] - Regeneration rooms
[ ] - Teleportation objects (portal machines) and rooms (elevators)
* Special rooms [ ] * Languages
o Death trap rooms
o Regeneration rooms
o Teleportation objects (portal machines) and rooms (elevators)
* Languages [ ] * Books
* Books [ ] * Rivers should have some kind of a current. If you get into a river (even
on a boat, or by swimming), it will move you automatically somewhere
* Rivers should have some kind of a current. If you get into a river (even on a [ ] * Gambling (may be illegal in some towns ;) )
boat, or by swimming), it will move you automatically somewhere
* Gambling (may be illegal in some towns ;) ) [ ] * Guides that can be payed for. E.g in a big city, a guide can lead you to
the Inn, or something like that for a small fee.
* Guides that can be payed for. E.g in a big city, a guide can lead you to the [ ] * Automatically hiding/appearing exits (e.g to create mazes or to hide
Inn, or something like that for a small fee. stuff)
* Automatically hiding/appearing exits (e.g to create mazes or to hide stuff) [ ] * Mailing
* Mailing [ ] * Abilities
[ ] - Rolled upon character creation
[ ] - May be trained (ability training may be enabled/disabled system wide)
[ ] - There should be a racial maximum
[ ] - May be modified by affections and worn items
[ ] - May increase/decrease with age
* Abilities [ ] * Tattoes, scars, piercings, etc.
- Rolled upon character creation
- May be trained (ability training may be enabled/disabled system wide)
- There should be a racial maximum
- May be modified by affections and worn items
- May increase/decrease with age
* Tattoes, scars, piercings, etc.
Commands Commands
-------- --------
* Commands already defined in Zim Wiki: [ ] * Commands already defined in Zim Wiki:
- DROP [ ] - DROP
- GET [ ] - GET
- PRACISE/PRACTICE [ ] - PRACISE/PRACTICE
- PRAY [ ] - PRAY
- RECALL should take back the character to their house, or the Inn room they [ ] - RECALL
have rented. Specific rooms may have a flag so there must be no recall from Take back the character to their house, or the Inn room they have
them (this should also mean that upon logout/login, the character will get rented. Specific rooms may have a flag so there must be no recall
back to this room) from them (this should also mean that upon logout/login, the
- SURVEY character will get back to this room)
- TALE [ ] - SURVEY
[ ] - TALE
* Commands that should be present [ ] * Commands that should be present
- AFFECTS to show all the spells that affects the character (spell name, [ ] - AFFECTS
apply count, duration, applier name) Shows all the spells that affects the character (spell name, apply
- SCORE to show the player's statistics count, duration, applier name)
- INVENTORY to show the character's inventory [ ] - SCORE
- EQUIPMENT to show the equipped items Shows the player's statistics
- AUTOEXIT to toggle exit display on LOOK [ ] - INVENTORY
- LOOK Shows the character's inventory
- EXITS [ ] - EQUIPMENT
- EXAMINE should be an alias to LOOK, except it should work only on objects Shows the equipped items
- CONSIDER [ ] - LOOK
- SET [ ] - EXITS
. AUTOLOOT [OFF] [ ] - EXAMINE should be an alias to LOOK, except it should work only on objects
. AUTOSKIN [OFF] [ ] - CONSIDER
. AUTODRAIN [OFF] [ ] - SET
. AUTOSPLIT [OFF] [ ] . AUTOLOOT [OFF]
. COLOR [ON ] [ ] . AUTOSKIN [OFF]
. AUTOLOOK [ON ] [ ] . AUTODRAIN [OFF]
. WIMPY [OFF] [ ] . AUTOSPLIT [OFF]
. AUTOCONSUME [OFF] (To automatically consume food and drink when [ ] . AUTOEXIT [ON ]
hungry/thirsty) [ ] . COLOR [ON ]
. GROUPINV [ON ] [ ] . AUTOLOOK [ON ]
. PAGELENGTH [30 ] [ ] . WIMPY [OFF]
- BURY/DIG [ ] . AUTOCONSUME [OFF]
- EQUIP/WIELD (To automatically consume food and drink when hungry/thirsty)
- IGNORE/UNIGNORE [ ] . GROUPINV [ON ]
- WHO/WHOIS [ ] . PAGELENGTH [30 ]
- QUIT should exit the game [ ] - BURY/DIG
- LOGOUT should go back to intro menu [ ] - EQUIP/WIELD
- USE may use objects in hand (map, weapons with spells, etc.), or in room [ ] - IGNORE/UNIGNORE
(buttons, levers, etc.) [ ] - WHO/WHOIS
[ ] - QUIT
Exits the game
[ ] - LOGOUT
Goes back to the intro menu
[ ] - USE
Use objects in hand (map, weapons with spells, etc.), or in room
(buttons, levers, etc.)
Materia Magica command list Materia Magica command list
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